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authorMike Erwin <significant.bit@gmail.com>2017-04-06 07:59:04 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-06 08:18:12 +0300
commit0debbe2b7f7177678c9bce9046c1499b698ac969 (patch)
tree9a1fb242aae9be44b3479d2a747411b6e0c04822
parentc2f5cd8f6454bf8256a39a5fc9cb075311e25c58 (diff)
Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
-rw-r--r--intern/gawain/gawain/vertex_format.h2
-rw-r--r--intern/gawain/src/vertex_format.c2
-rw-r--r--source/blender/blenfont/intern/blf.c6
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c4
-rw-r--r--source/blender/blenkernel/intern/mesh_render.c28
-rw-r--r--source/blender/blenkernel/intern/pbvh.c2
-rw-r--r--source/blender/draw/intern/draw_cache.c110
-rw-r--r--source/blender/draw/intern/draw_manager.c4
-rw-r--r--source/blender/draw/intern/draw_view.c22
-rw-r--r--source/blender/editors/animation/anim_channels_defines.c10
-rw-r--r--source/blender/editors/animation/anim_draw.c6
-rw-r--r--source/blender/editors/animation/anim_markers.c4
-rw-r--r--source/blender/editors/animation/keyframes_draw.c10
-rw-r--r--source/blender/editors/armature/editarmature_sketch.c4
-rw-r--r--source/blender/editors/curve/editcurve_paint.c2
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c52
-rw-r--r--source/blender/editors/gpencil/gpencil_brush.c2
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c2
-rw-r--r--source/blender/editors/interface/interface_draw.c52
-rw-r--r--source/blender/editors/interface/interface_icons.c16
-rw-r--r--source/blender/editors/interface/interface_panel.c16
-rw-r--r--source/blender/editors/interface/interface_widgets.c48
-rw-r--r--source/blender/editors/interface/view2d.c16
-rw-r--r--source/blender/editors/mask/mask_draw.c8
-rw-r--r--source/blender/editors/mesh/editmesh_knife.c4
-rw-r--r--source/blender/editors/mesh/editmesh_loopcut.c2
-rw-r--r--source/blender/editors/physics/particle_edit.c2
-rw-r--r--source/blender/editors/screen/area.c38
-rw-r--r--source/blender/editors/screen/glutil.c4
-rw-r--r--source/blender/editors/screen/screen_draw.c4
-rw-r--r--source/blender/editors/screen/screendump.c2
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c12
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c2
-rw-r--r--source/blender/editors/sculpt_paint/paint_stroke.c4
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_uv.c2
-rw-r--r--source/blender/editors/space_action/action_draw.c2
-rw-r--r--source/blender/editors/space_clip/clip_dopesheet_draw.c12
-rw-r--r--source/blender/editors/space_clip/clip_draw.c20
-rw-r--r--source/blender/editors/space_clip/clip_graph_draw.c2
-rw-r--r--source/blender/editors/space_clip/clip_utils.c4
-rw-r--r--source/blender/editors/space_console/console_draw.c2
-rw-r--r--source/blender/editors/space_file/file_draw.c8
-rw-r--r--source/blender/editors/space_graph/graph_draw.c14
-rw-r--r--source/blender/editors/space_graph/space_graph.c2
-rw-r--r--source/blender/editors/space_image/image_draw.c12
-rw-r--r--source/blender/editors/space_info/textview.c6
-rw-r--r--source/blender/editors/space_nla/nla_draw.c18
-rw-r--r--source/blender/editors/space_node/drawnode.c14
-rw-r--r--source/blender/editors/space_node/node_draw.c10
-rw-r--r--source/blender/editors/space_outliner/outliner_draw.c18
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c24
-rw-r--r--source/blender/editors/space_text/text_draw.c14
-rw-r--r--source/blender/editors/space_time/space_time.c6
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c8
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c34
-rw-r--r--source/blender/editors/space_view3d/drawobject.c149
-rw-r--r--source/blender/editors/space_view3d/drawsimdebug.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c34
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c2
-rw-r--r--source/blender/editors/transform/transform.c6
-rw-r--r--source/blender/editors/transform/transform_constraints.c4
-rw-r--r--source/blender/editors/transform/transform_generics.c2
-rw-r--r--source/blender/editors/transform/transform_manipulator.c8
-rw-r--r--source/blender/editors/transform/transform_snap.c4
-rw-r--r--source/blender/editors/util/ed_util.c2
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c34
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c2
-rw-r--r--source/blender/gpu/intern/gpu_batch.c8
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c6
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c4
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c2
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c8
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c4
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c24
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c6
-rw-r--r--source/blender/windowmanager/intern/wm_stereo.c12
78 files changed, 533 insertions, 534 deletions
diff --git a/intern/gawain/gawain/vertex_format.h b/intern/gawain/gawain/vertex_format.h
index 4ed9e58f376..fcebaec8772 100644
--- a/intern/gawain/gawain/vertex_format.h
+++ b/intern/gawain/gawain/vertex_format.h
@@ -64,7 +64,7 @@ typedef struct {
void VertexFormat_clear(VertexFormat*);
void VertexFormat_copy(VertexFormat* dest, const VertexFormat* src);
-unsigned add_attrib(VertexFormat*, const char* name, VertexCompType, unsigned comp_ct, VertexFetchMode);
+unsigned VertexFormat_add_attrib(VertexFormat*, const char* name, VertexCompType, unsigned comp_ct, VertexFetchMode);
// format conversion
diff --git a/intern/gawain/src/vertex_format.c b/intern/gawain/src/vertex_format.c
index d42398f3a4f..b1fb7721e38 100644
--- a/intern/gawain/src/vertex_format.c
+++ b/intern/gawain/src/vertex_format.c
@@ -106,7 +106,7 @@ static const char* copy_attrib_name(VertexFormat* format, const char* name)
return name_copy;
}
-unsigned add_attrib(VertexFormat* format, const char* name, VertexCompType comp_type, unsigned comp_ct, VertexFetchMode fetch_mode)
+unsigned VertexFormat_add_attrib(VertexFormat* format, const char* name, VertexCompType comp_type, unsigned comp_ct, VertexFetchMode fetch_mode)
{
#if TRUST_NO_ONE
assert(format->attrib_ct < MAX_VERTEX_ATTRIBS); // there's room for more
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index d4bd1502417..663be49c71e 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -567,9 +567,9 @@ static void blf_draw_gl__start(FontBLF *font)
#ifndef BLF_STANDALONE
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
BLI_assert(pos == BLF_POS_ID);
BLI_assert(texCoord == BLF_COORD_ID);
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index b9cc9540cf7..724f596a452 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -3953,8 +3953,8 @@ static void navmesh_drawColored(DerivedMesh *dm)
#endif
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
diff --git a/source/blender/blenkernel/intern/mesh_render.c b/source/blender/blenkernel/intern/mesh_render.c
index ecd2c6ea28e..d6cf70af1ab 100644
--- a/source/blender/blenkernel/intern/mesh_render.c
+++ b/source/blender/blenkernel/intern/mesh_render.c
@@ -903,8 +903,8 @@ static VertexBuffer *mesh_batch_cache_get_pos_and_normals(MeshRenderData *mrdata
static unsigned int pos_id, nor_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_SHORT, 3, NORMALIZE_INT_TO_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
}
const int tottri = mesh_render_data_looptri_num_get(mrdata);
@@ -945,8 +945,8 @@ static VertexBuffer *mesh_batch_cache_get_pos_and_nor_in_order(MeshRenderData *m
static unsigned pos_id, nor_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_SHORT, 3, NORMALIZE_INT_TO_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
}
const int vertex_ct = mesh_render_data_verts_num_get(mrdata);
@@ -1096,14 +1096,14 @@ Batch *BKE_mesh_batch_cache_get_fancy_edges(Mesh *me)
static unsigned int pos_id, n1_id, n2_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
#if USE_10_10_10 /* takes 1/3 the space */
- n1_id = add_attrib(&format, "N1", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
- n2_id = add_attrib(&format, "N2", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+ n1_id = VertexFormat_add_attrib(&format, "N1", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+ n2_id = VertexFormat_add_attrib(&format, "N2", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
#else
- n1_id = add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
- n2_id = add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
+ n1_id = VertexFormat_add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = VertexFormat_add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
#endif
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -1167,8 +1167,8 @@ static void mesh_batch_cache_create_overlay_batches(Mesh *me)
static unsigned pos_id, data_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data_id = add_attrib(&format, "data", GL_UNSIGNED_BYTE, 4, KEEP_INT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data_id = VertexFormat_add_attrib(&format, "data", COMP_U8, 4, KEEP_INT);
}
const int tri_ct = mesh_render_data_looptri_num_get(mrdata);
@@ -1266,11 +1266,11 @@ Batch *BKE_mesh_batch_cache_get_overlay_facedots(Mesh *me)
static unsigned pos_id, data_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
#if USE_10_10_10
- data_id = add_attrib(&format, "norAndFlag", COMP_I10, 4, NORMALIZE_INT_TO_FLOAT);
+ data_id = VertexFormat_add_attrib(&format, "norAndFlag", COMP_I10, 4, NORMALIZE_INT_TO_FLOAT);
#else
- data_id = add_attrib(&format, "norAndFlag", GL_FLOAT, 4, KEEP_FLOAT);
+ data_id = VertexFormat_add_attrib(&format, "norAndFlag", COMP_F32, 4, KEEP_FLOAT);
#endif
}
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index b0f9875eaac..6bfb9d779c2 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1157,7 +1157,7 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
static void pbvh_draw_BB(PBVH *bvh)
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
for (int a = 0; a < bvh->totnode; a++) {
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index fe09c6d8f06..e8d2f1b83fe 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -160,9 +160,9 @@ static VertexBuffer *fill_arrows_vbo(const float scale)
{
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
/* Line */
@@ -207,9 +207,9 @@ static VertexBuffer *sphere_wire_vbo(const float rad)
#define NSEGMENTS 16
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -256,10 +256,10 @@ Batch *DRW_cache_fullscreen_quad_get(void)
/* Position Only 2D format */
static VertexFormat format = { 0 };
- static unsigned pos_id, uvs_id;
+ static unsigned int pos_id, uvs_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- uvs_id = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ uvs_id = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -295,9 +295,9 @@ Batch *DRW_cache_cube_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -320,9 +320,9 @@ Batch *DRW_cache_circle_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -356,9 +356,9 @@ Batch *DRW_cache_square_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -383,9 +383,9 @@ Batch *DRW_cache_single_line_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -409,9 +409,9 @@ Batch *DRW_cache_single_line_endpoints_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -435,9 +435,9 @@ Batch *DRW_cache_plain_axes_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -466,9 +466,9 @@ Batch *DRW_cache_single_arrow_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
/* Square Pyramid */
@@ -522,9 +522,9 @@ Batch *DRW_cache_empty_cone_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -574,10 +574,10 @@ Batch *DRW_cache_axis_names_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
/* Using 3rd component as axis indicator */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
/* Line */
@@ -636,9 +636,9 @@ Batch *DRW_cache_lamp_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -667,9 +667,9 @@ Batch *DRW_cache_lamp_sunrays_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -698,9 +698,9 @@ Batch *DRW_cache_lamp_area_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -734,9 +734,9 @@ Batch *DRW_cache_lamp_hemi_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -814,9 +814,9 @@ Batch *DRW_cache_lamp_spot_get(void)
static VertexFormat format = { 0 };
static unsigned int pos_id, n1_id, n2_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- n1_id = add_attrib(&format, "N1", GL_FLOAT, 3, KEEP_FLOAT);
- n2_id = add_attrib(&format, "N2", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ n1_id = VertexFormat_add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = VertexFormat_add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -873,7 +873,7 @@ Batch *DRW_cache_lamp_spot_square_get(void)
static VertexFormat format = { 0 };
static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -903,9 +903,9 @@ Batch *DRW_cache_speaker_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -1005,10 +1005,10 @@ Batch *DRW_cache_bone_octahedral_get(void)
unsigned int v_idx = 0;
static VertexFormat format = { 0 };
- static unsigned pos_id, nor_id;
+ static unsigned int pos_id, nor_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
/* Vertices */
@@ -1035,11 +1035,11 @@ Batch *DRW_cache_bone_octahedral_wire_outline_get(void)
unsigned int v_idx = 0;
static VertexFormat format = { 0 };
- static unsigned pos_id, n1_id, n2_id;
+ static unsigned int pos_id, n1_id, n2_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- n1_id = add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
- n2_id = add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ n1_id = VertexFormat_add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = VertexFormat_add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
}
/* Vertices */
@@ -1070,10 +1070,10 @@ Batch *DRW_cache_bone_point_get(void)
unsigned int v_idx = 0;
static VertexFormat format = { 0 };
- static unsigned pos_id, nor_id;
+ static unsigned int pos_id, nor_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
/* Vertices */
@@ -1136,12 +1136,12 @@ Batch *DRW_cache_camera_get(void)
int v_idx = 0;
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
/* use x coordinate to identify the vertex
* the vertex shader take care to place it
* appropriatelly */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 1, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 1, KEEP_FLOAT);
}
/* Vertices */
@@ -1197,12 +1197,12 @@ Batch *DRW_cache_camera_tria_get(void)
int v_idx = 0;
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
/* use x coordinate to identify the vertex
* the vertex shader take care to place it
* appropriatelly */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 1, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 1, KEEP_FLOAT);
}
/* Vertices */
@@ -1227,9 +1227,9 @@ Batch *DRW_cache_single_vert_get(void)
/* Position Only 3D format */
static VertexFormat format = { 0 };
- static unsigned pos_id;
+ static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 44fc2f96b8b..939c1050141 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -671,10 +671,10 @@ static void shgroup_dynamic_batch(DRWShadingGroup *shgroup)
for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) {
BLI_assert(attrib->size <= 4); /* matrices have no place here for now */
if (attrib->type == DRW_ATTRIB_FLOAT) {
- attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_FLOAT, attrib->size, KEEP_FLOAT);
+ attrib->format_id = VertexFormat_add_attrib(&interface->vbo_format, attrib->name, COMP_F32, attrib->size, KEEP_FLOAT);
}
else if (attrib->type == DRW_ATTRIB_INT) {
- attrib->format_id = add_attrib(&interface->vbo_format, attrib->name, GL_BYTE, attrib->size, KEEP_INT);
+ attrib->format_id = VertexFormat_add_attrib(&interface->vbo_format, attrib->name, COMP_I8, attrib->size, KEEP_INT);
}
else {
BLI_assert(false);
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 3ce1d92ed3a..eba72fac958 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -199,8 +199,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
#endif
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -365,8 +365,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -453,8 +453,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
@@ -556,8 +556,8 @@ void DRW_draw_background(void)
glDisable(GL_DEPTH_TEST);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
unsigned char col_hi[3], col_lo[3];
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -642,9 +642,9 @@ void DRW_draw_cursor(void)
const float f20 = 1.0f;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
- unsigned int wpos = add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int wpos = VertexFormat_add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT);
/* XXX Using instance shader without instance */
immBindBuiltinProgram(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index fa0aeefc53c..c8ece34cb3c 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -142,7 +142,7 @@ static void acf_generic_dataexpand_backdrop(bAnimContext *ac, bAnimListElem *ale
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
@@ -231,7 +231,7 @@ static void acf_generic_channel_backdrop(bAnimContext *ac, bAnimListElem *ale, f
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
@@ -3862,7 +3862,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
/* for F-Curves, draw color-preview of curve behind checkbox */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE)) {
FCurve *fcu = (FCurve *)ale->data;
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -3918,7 +3918,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
/* draw red underline if channel is disabled */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE) && (ale->flag & FCURVE_DISABLED)) {
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -3946,7 +3946,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
short draw_sliders = 0;
float ymin_ofs = 0.0f;
float color[3];
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index caa4a6e31f3..398bb225fbf 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -73,7 +73,7 @@ static void draw_cfra_number(Scene *scene, View2D *v2d, const float cfra, const
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
unsigned char col[4];
float xscale, x, y;
char numstr[32] = " t"; /* t is the character to start replacing from */
@@ -129,7 +129,7 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -164,7 +164,7 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
diff --git a/source/blender/editors/animation/anim_markers.c b/source/blender/editors/animation/anim_markers.c
index 9d7d1535eb3..6f61ce3cf25 100644
--- a/source/blender/editors/animation/anim_markers.c
+++ b/source/blender/editors/animation/anim_markers.c
@@ -350,7 +350,7 @@ static void draw_marker(
if (flag & DRAW_MARKERS_LINES)
#endif
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
setlinestyle(3);
@@ -445,7 +445,7 @@ void ED_markers_draw(const bContext *C, int flag)
v2d = UI_view2d_fromcontext(C);
if (flag & DRAW_MARKERS_MARGIN) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
const unsigned char shade[4] = {0, 0, 0, 16};
diff --git a/source/blender/editors/animation/keyframes_draw.c b/source/blender/editors/animation/keyframes_draw.c
index 5f96f95e95b..5dca4be4de1 100644
--- a/source/blender/editors/animation/keyframes_draw.c
+++ b/source/blender/editors/animation/keyframes_draw.c
@@ -585,7 +585,7 @@ static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, floa
copy_v4_v4(unsel_mhcol, unsel_color);
unsel_mhcol[3] *= 0.8f;
- unsigned int pos_id = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* NOTE: the tradeoff for changing colors between each draw is dwarfed by the cost of checking validity */
for (ActKeyBlock *ab = blocks->first; ab; ab = ab->next) {
@@ -619,10 +619,10 @@ static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, floa
if (key_ct > 0) {
/* draw keys */
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
immBegin(PRIM_POINTS, key_ct);
diff --git a/source/blender/editors/armature/editarmature_sketch.c b/source/blender/editors/armature/editarmature_sketch.c
index cfc8ce81373..b53bba8db32 100644
--- a/source/blender/editors/armature/editarmature_sketch.c
+++ b/source/blender/editors/armature/editarmature_sketch.c
@@ -463,7 +463,7 @@ static void sk_drawEdge(SK_Point *pt0, SK_Point *pt1, float size, float color[4]
float angle, length;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
sub_v3_v3v3(vec1, pt1->p, pt0->p);
length = normalize_v3(vec1);
@@ -490,7 +490,7 @@ static void sk_drawNormal(SK_Point *pt, float size, float height)
float color[3] = { 0.0f, 1.0f, 1.0f };
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
gpuPushMatrix();
diff --git a/source/blender/editors/curve/editcurve_paint.c b/source/blender/editors/curve/editcurve_paint.c
index 4c9bbe6e6bb..60e2440bcc5 100644
--- a/source/blender/editors/curve/editcurve_paint.c
+++ b/source/blender/editors/curve/editcurve_paint.c
@@ -514,7 +514,7 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
{
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glEnable(GL_BLEND);
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index 7e37d0a5a83..229aecc21ae 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -150,8 +150,8 @@ static void gp_draw_stroke_buffer_fill(const tGPspoint *points, int totpoints, f
/* draw triangulation data */
if (tot_triangles > 0) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -208,8 +208,8 @@ static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
const tGPspoint *pt = points;
@@ -323,9 +323,9 @@ static void gp_draw_stroke_volumetric_buffer(const tGPspoint *points, int totpoi
return;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
@@ -350,9 +350,9 @@ static void gp_draw_stroke_volumetric_2d(const bGPDspoint *points, int totpoints
const float diff_mat[4][4], const float ink[4])
{
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
@@ -383,9 +383,9 @@ static void gp_draw_stroke_volumetric_3d(
const float ink[4])
{
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
@@ -523,13 +523,13 @@ static void gp_draw_stroke_fill(
}
BLI_assert(gps->tot_triangles >= 1);
- unsigned pos;
+ unsigned int pos;
if (gps->flag & GP_STROKE_3DSPACE) {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
}
else {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
@@ -596,7 +596,7 @@ static void gp_draw_stroke_point(
mul_v3_m4v3(fpt, diff_mat, &pt->x);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (sflag & GP_STROKE_3DSPACE) {
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
@@ -638,8 +638,8 @@ static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thi
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
@@ -736,8 +736,8 @@ static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thi
float fpt[3];
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_QUADS, (totpoints - 2) * 4 + 12);
@@ -1172,16 +1172,16 @@ static void gp_draw_strokes_edit(
selectColor[3] = alpha;
VertexFormat *format = immVertexFormat();
- unsigned pos; /* specified later */
- unsigned size = add_attrib(format, "size", GL_FLOAT, 1, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos; /* specified later */
+ unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
if (gps->flag & GP_STROKE_3DSPACE) {
- pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
}
else {
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR);
}
diff --git a/source/blender/editors/gpencil/gpencil_brush.c b/source/blender/editors/gpencil/gpencil_brush.c
index 5e72ec5f39f..c834b503cd1 100644
--- a/source/blender/editors/gpencil/gpencil_brush.c
+++ b/source/blender/editors/gpencil/gpencil_brush.c
@@ -961,7 +961,7 @@ static void gp_brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customda
if (brush) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index db1a51ea4e6..c39516ff6ef 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -1846,7 +1846,7 @@ static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
if (p->paintmode == GP_PAINTMODE_ERASER) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 5f5598f79d8..4f056589867 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -107,7 +107,7 @@ void UI_draw_roundbox_gl_mode(int mode, float minx, float miny, float maxx, floa
int a;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
/* mult */
for (a = 0; a < 7; a++) {
@@ -198,8 +198,8 @@ void UI_draw_roundbox_shade_x(
int a;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -326,8 +326,8 @@ void UI_draw_roundbox_shade_y(
BLI_assert(mode != GL_POLYGON);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -454,7 +454,7 @@ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const flo
int ofs_y = 4 * U.pixelsize;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color);
@@ -469,8 +469,8 @@ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const flo
void ui_draw_but_TAB_outline(const rcti *rect, float rad, unsigned char highlight[3], unsigned char highlight_fade[3])
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
/* add a 1px offset, looks nicer */
const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize;
const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize;
@@ -737,7 +737,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
(rect.ymax + 1) - (rect.ymin - 1));
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -788,7 +788,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
static void waveform_draw_one(float *waveform, int nbr, const float col[3])
{
VertexFormat format = {0};
- unsigned int pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, nbr);
@@ -869,7 +869,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1126,7 +1126,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
(rect.ymax + 1) - (rect.ymin - 1));
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1323,7 +1323,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
float y1 = rect->ymin;
VertexFormat *format = immVertexFormat();
- position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
/* Drawing the checkerboard. */
@@ -1335,8 +1335,8 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
/* New format */
format = immVertexFormat();
- position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* layer: color ramp */
@@ -1390,7 +1390,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
/* New format */
format = immVertexFormat();
- position = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* layer: box outline */
@@ -1472,7 +1472,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
/* AA circle */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv((unsigned char *)wcol->inner);
@@ -1575,7 +1575,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
glLineWidth(1.0f);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* backdrop */
@@ -1705,8 +1705,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* the points, use aspect to make them visible on edges */
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
cmp = cuma->curve;
@@ -1731,7 +1731,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* outline */
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv((unsigned char *)wcol->outline);
@@ -1822,8 +1822,8 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
BLI_rctf_size_y(&rect));
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
@@ -1911,7 +1911,7 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
float y = 0.5f * (recti->ymin + recti->ymax);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(but->col);
@@ -1972,8 +1972,8 @@ void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx,
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index cc7f1532b9d..9887cf1ee70 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -223,7 +223,7 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float
viconutil_set_point(pts[1], cx - d2, cy - d);
viconutil_set_point(pts[2], cx + d2, cy);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.2f, 0.2f, 0.2f, alpha);
@@ -254,10 +254,10 @@ static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha,
int yco = y + h / 2;
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
@@ -316,7 +316,7 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU
const int b = x + w / 3 * 2;
const int c = x + w;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* XXX: Include alpha into this... */
@@ -1029,8 +1029,8 @@ static void icon_draw_texture(
glBindTexture(GL_TEXTURE_2D, icongltex.id);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
if (rgb) immUniformColor3fvAlpha(rgb, alpha);
diff --git a/source/blender/editors/interface/interface_panel.c b/source/blender/editors/interface/interface_panel.c
index 5030b1d1e73..b2e8ddc5726 100644
--- a/source/blender/editors/interface/interface_panel.c
+++ b/source/blender/editors/interface/interface_panel.c
@@ -591,7 +591,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
headrect.ymin = headrect.ymax;
headrect.ymax = headrect.ymin + floor(PNL_HEADER / block->aspect + 0.001f);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
{
@@ -663,7 +663,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
/* horizontal title */
if (is_closed_x == false) {
ui_draw_aligned_panel_header(style, block, &headrect, 'h');
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
/* itemrect smaller */
itemrect.xmax = headrect.xmax - 5.0f / block->aspect;
@@ -686,7 +686,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
else if (is_closed_x) {
/* draw vertical title */
ui_draw_aligned_panel_header(style, block, &headrect, 'v');
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
}
/* an open panel */
else {
@@ -1569,8 +1569,8 @@ static void ui_panel_category_draw_tab(
int a;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
/* mult */
for (a = 0; a < 4; a++) {
@@ -1768,7 +1768,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* begin drawing */
glEnable(GL_LINE_SMOOTH);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw the background */
@@ -1827,7 +1827,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* tab blackline */
if (!is_active) {
- pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(theme_col_tab_divider);
@@ -1857,7 +1857,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
glDisable(GL_BLEND);
/* tab blackline remaining (last tab) */
- pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (pc_dyn->prev == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index c595bc607a3..d9b2836d74d 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -197,7 +197,7 @@ void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(draw_color);
@@ -674,7 +674,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
float inner_v_half[WIDGET_SIZE_MAX][2];
float x_mid = 0.0f; /* used for dumb clamping of values */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
/* checkers */
@@ -713,7 +713,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
}
else {
/* simple fill */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)wcol->inner);
@@ -728,8 +728,8 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
unsigned char *col_pt = &col_array[0][0];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -762,7 +762,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
UI_GetThemeColor4ubv(TH_WIDGET_EMBOSS, emboss);
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
for (j = 0; j < WIDGET_AA_JITTER; j++) {
@@ -793,7 +793,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
wcol->item[2],
(unsigned char)((float)wcol->item[3] / WIDGET_AA_JITTER)};
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(tcol);
@@ -1381,7 +1381,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
selwidth_draw = BLF_width(fstyle->uifont_id, drawstr + but->ofs, but->selend - but->ofs);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)wcol->item);
@@ -1413,7 +1413,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
t = 0;
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.2f, 0.6f, 0.9f);
@@ -2211,7 +2211,7 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
/* we draw a number of increasing size alpha quad strips */
alphastep = 3.0f * btheme->tui.menu_shadow_fac / radout;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2264,7 +2264,7 @@ static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int dir
static void ui_hsv_cursor(float x, float y)
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2360,8 +2360,8 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -2386,7 +2386,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
/* fully rounded outline */
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2471,8 +2471,8 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
/* old below */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
immBegin(GL_TRIANGLES, steps * 3 * 6);
@@ -2631,7 +2631,7 @@ static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
ui_hsv_cursor(x, y);
/* outline */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(0, 0, 0);
imm_draw_line_box(pos, (rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
@@ -2704,7 +2704,7 @@ static void ui_draw_separator(const rcti *rect, uiWidgetColors *wcol)
30
};
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_BLEND);
@@ -2795,7 +2795,7 @@ void ui_draw_link_bezier(const rcti *rect, const float color[4])
float coord_array[LINK_RESOL + 1][2];
if (ui_link_bezier_points(rect, coord_array, LINK_RESOL)) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
#if 0 /* unused */
@@ -3159,7 +3159,7 @@ static void widget_swatch(uiBut *but, uiWidgetColors *wcol, rcti *rect, int stat
bw += (bw < 0.5f) ? 0.5f : -0.5f;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(bw, bw, bw, 1.0f);
@@ -3518,7 +3518,7 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
/* note: drawextra can change rect +1 or -1, to match round errors of existing previews */
but->block->drawextra(C, but->poin, but->block->drawextra_arg1, but->block->drawextra_arg2, rect);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* make mask to draw over image */
@@ -4081,9 +4081,9 @@ static void draw_disk_shaded(
unsigned int pos, col;
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
if (shaded) {
- col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
}
else {
@@ -4161,7 +4161,7 @@ void ui_draw_pie_center(uiBlock *block)
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)btheme->tui.wcol_pie_menu.outline);
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index 5a9a4ef49eb..a04bd1503d7 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -1326,8 +1326,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
return;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINES, vertex_count);
@@ -1468,8 +1468,8 @@ void UI_view2d_constant_grid_draw(View2D *v2d)
if (count_x > 0 || count_y > 0) {
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
float theme_color[3];
UI_GetThemeColorShade3fv(TH_BACK, -10, theme_color);
@@ -1519,8 +1519,8 @@ void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_s
vertex_count += 2 * ((int)((v2d->cur.ymax - v2d->cur.ymin) / lstep) + 1);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
glLineWidth(1.0f);
@@ -1840,7 +1840,7 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* clean rect behind slider, but not with transparent background */
if (scrollers_back_color[3] == 255) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1947,7 +1947,7 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* clean rect behind slider, but not with transparent background */
if (scrollers_back_color[3] == 255) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index eb3721a7ed3..09ac1f12aa2 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -124,7 +124,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -212,7 +212,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
@@ -402,7 +402,7 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
switch (draw_type) {
@@ -816,7 +816,7 @@ void ED_mask_draw_frames(Mask *mask, ARegion *ar, const int cfra, const int sfra
unsigned int num_lines = BLI_listbase_count(&masklay->splines_shapes);
if (num_lines > 0) {
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 175, 0, 255);
diff --git a/source/blender/editors/mesh/editmesh_knife.c b/source/blender/editors/mesh/editmesh_knife.c
index fb4970b23b2..84695c209e0 100644
--- a/source/blender/editors/mesh/editmesh_knife.c
+++ b/source/blender/editors/mesh/editmesh_knife.c
@@ -1002,7 +1002,7 @@ static void knifetool_draw_angle_snapping(const KnifeTool_OpData *kcd)
copy_v3_v3(v2, ray_hit_best[1]);
}
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_TRANSFORM);
@@ -1044,7 +1044,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
gpuPushMatrix();
gpuMultMatrix3D(kcd->ob->obmat);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c
index 1c9c516f1dd..03543ed790b 100644
--- a/source/blender/editors/mesh/editmesh_loopcut.c
+++ b/source/blender/editors/mesh/editmesh_loopcut.c
@@ -108,7 +108,7 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
gpuPushMatrix();
gpuMultMatrix3D(lcd->ob->obmat);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(255, 0, 255);
diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c
index fed8ed60ecc..e91b9389292 100644
--- a/source/blender/editors/physics/particle_edit.c
+++ b/source/blender/editors/physics/particle_edit.c
@@ -2711,7 +2711,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
brush = &pset->brush[pset->brushtype];
if (brush) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 128);
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 5c3c47ee376..8fe07092d1c 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -93,8 +93,8 @@ static void region_draw_emboss(const ARegion *ar, const rcti *scirct)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINE_STRIP, 5);
@@ -223,8 +223,8 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
BLI_rcti_init(&click_rect, x, x + icon_size, y, y + icon_size);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immAttrib4ub(color, 255, 0, 0, alpha_debug);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -256,8 +256,8 @@ static void area_draw_azone(short x1, short y1, short x2, short y2)
glEnable(GL_LINE_SMOOTH);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINES, 12);
@@ -298,7 +298,7 @@ static void region_draw_azone_icon(AZone *az)
float midy = az->y1 + (az->y2 - az->y1) * 0.5f;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
/* outlined circle */
GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
@@ -331,7 +331,7 @@ static void draw_azone_plus(float x1, float y1, float x2, float y2)
float pad = 0.2f * U.widget_unit;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
glEnable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -571,7 +571,7 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
#if 0
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(drand48(), drand48(), drand48(), 0.1f);
immRectf(pos, ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
@@ -2015,7 +2015,7 @@ void ED_region_panels(const bContext *C, ARegion *ar, const char *context, int c
UI_view2d_view_restore(C);
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor((ar->type->regionid == RGN_TYPE_PREVIEW) ? TH_PREVIEW_BACK : TH_BACK);
immRecti(pos, 0, 0, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct) + 1);
@@ -2149,7 +2149,7 @@ void ED_region_info_draw(ARegion *ar, const char *text, float fill_color[4], con
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(fill_color);
immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
@@ -2356,7 +2356,7 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymax, frame->ymax + box_y);
/* draw top box */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2381,7 +2381,7 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymin - box_y, frame->ymin);
/* draw top box */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2410,7 +2410,7 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
UI_view2d_view_to_region(&ar->v2d, 1.0f, 1.0f, &x2, &y2);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, 20);
@@ -2443,8 +2443,8 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
if (count_fine > 0) {
VertexFormat_clear(format);
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINES, 4 * count_fine + 4 * count_large);
@@ -2517,7 +2517,7 @@ void ED_region_visible_rect(ARegion *ar, rcti *rect)
void ED_region_cache_draw_background(const ARegion *ar)
{
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 64);
immRecti(pos, 0, 0, ar->winx, 8 * UI_DPI_FAC);
@@ -2537,7 +2537,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
BLF_width_and_height(fontid, numstr, sizeof(numstr), &font_dims[0], &font_dims[1]);
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
@@ -2551,7 +2551,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
void ED_region_cache_draw_cached_segments(const ARegion *ar, const int num_segments, const int *points, const int sfra, const int efra)
{
if (num_segments) {
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 128);
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 57bff45fc6e..f9e7a27e337 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -230,8 +230,8 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
}
VertexFormat *vert_format = immVertexFormat();
- unsigned int pos = add_attrib(vert_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texco = add_attrib(vert_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
unsigned int program = glaGetOneInt(GL_CURRENT_PROGRAM);
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index bbcf4eb56a2..31acaecf029 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -303,7 +303,7 @@ void ED_screen_draw(wmWindow *win)
wmSubWindowSet(win, win->screen->mainwin);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
@@ -432,7 +432,7 @@ static void screen_preview_draw_areas(const bScreen *screen, const float scale[2
const float ofs_between_areas)
{
const float ofs_h = ofs_between_areas * 0.5f;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
diff --git a/source/blender/editors/screen/screendump.c b/source/blender/editors/screen/screendump.c
index 55e3573495a..a0b077a6b29 100644
--- a/source/blender/editors/screen/screendump.c
+++ b/source/blender/editors/screen/screendump.c
@@ -457,7 +457,7 @@ static void screencast_draw_cursor(bContext *UNUSED(C), int x, int y, void *UNUS
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 9bc163c6a62..44ef95ee0b6 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -669,8 +669,8 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
/* set quad color. Colored overlay does not get blending */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
@@ -757,8 +757,8 @@ static void paint_draw_cursor_overlay(UnifiedPaintSettings *ups, Brush *brush,
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
@@ -930,7 +930,7 @@ static void paint_draw_curve_cursor(Brush *brush)
glEnable(GL_BLEND);
/* draw the bezier handles and the curve segment between the current and next point */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1114,7 +1114,7 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
glEnable(GL_BLEND); /* TODO: also set blend mode? */
glEnable(GL_LINE_SMOOTH);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* set brush color */
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index 234220cacc8..7bc46e1741c 100644
--- a/source/blender/editors/sculpt_paint/paint_image.c
+++ b/source/blender/editors/sculpt_paint/paint_image.c
@@ -722,7 +722,7 @@ static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customda
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/sculpt_paint/paint_stroke.c b/source/blender/editors/sculpt_paint/paint_stroke.c
index e6113f2c2c3..9fd46424dfd 100644
--- a/source/blender/editors/sculpt_paint/paint_stroke.c
+++ b/source/blender/editors/sculpt_paint/paint_stroke.c
@@ -146,7 +146,7 @@ static void paint_draw_smooth_cursor(bContext *C, int x, int y, void *customdata
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(paint->paint_cursor_col);
@@ -173,7 +173,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
setlinestyle(3);
glLineWidth(3.0f);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(0, 0, 0, paint->paint_cursor_col[3]);
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index b6bed36b2c6..ff1fb30bea6 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -212,7 +212,7 @@ static void brush_drawcursor_uvsculpt(bContext *C, int x, int y, void *UNUSED(cu
alpha *= (size - PX_SIZE_FADE_MIN) / (PX_SIZE_FADE_MAX - PX_SIZE_FADE_MIN);
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(brush->add_col, alpha);
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 4c65207d9a0..799756345c2 100644
--- a/source/blender/editors/space_action/action_draw.c
+++ b/source/blender/editors/space_action/action_draw.c
@@ -205,7 +205,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
y = (float)(-ACHANNEL_HEIGHT(ac));
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_clip/clip_dopesheet_draw.c b/source/blender/editors/space_clip/clip_dopesheet_draw.c
index 14d2ca21b0a..954b3f2bd1a 100644
--- a/source/blender/editors/space_clip/clip_dopesheet_draw.c
+++ b/source/blender/editors/space_clip/clip_dopesheet_draw.c
@@ -130,7 +130,7 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
unsigned int keyframe_ct = 0;
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* don't use totrect set, as the width stays the same
@@ -214,10 +214,10 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
if (keyframe_ct > 0) {
/* draw keyframe markers */
format = immVertexFormat();
- pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
- unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
@@ -318,7 +318,7 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
float y = (float) CHANNEL_FIRST;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c
index ef7b88cfcdf..dc40f083bc6 100644
--- a/source/blender/editors/space_clip/clip_draw.c
+++ b/source/blender/editors/space_clip/clip_draw.c
@@ -166,7 +166,7 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
BKE_movieclip_get_cache_segments(clip, &sc->user, &totseg, &points);
ED_region_cache_draw_cached_segments(ar, totseg, points, sfra, efra);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* track */
@@ -247,7 +247,7 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
ED_region_cache_draw_curfra_label(sc->user.framenr, x, 8.0f * UI_DPI_FAC);
- pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* solver keyframes */
@@ -289,7 +289,7 @@ static void draw_movieclip_muted(ARegion *ar, int width, int height, float zoomx
{
int x, y;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* find window pixel coordinates of origin */
@@ -359,7 +359,7 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
gpuScale2f(zoomx, zoomy);
gpuMultMatrix3D(sc->stabmat); /* XXX can we make stabmat a 2D matrix? --merwin */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.0f, 0.0f, 0.0f);
@@ -436,7 +436,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
i++;
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1101,8 +1101,8 @@ static void draw_plane_marker_image(Scene *scene,
gpuMultMatrix3D(gl_matrix); /* XXX update for new 2D matrix API --merwin */
VertexFormat *imm_format = immVertexFormat();
- unsigned int pos = add_attrib(imm_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texCoord = add_attrib(imm_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(imm_format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniform4f("color", 1.0f, 1.0f, 1.0f, plane_track->image_opacity);
@@ -1162,7 +1162,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
}
if (draw_plane_quad || is_selected_track) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1363,7 +1363,7 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
}
}
- unsigned int position = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int position = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1547,7 +1547,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
gpuMultMatrix3D(sc->stabmat); /* XXX make 2D */
gpuScale2f(width, height);
- unsigned int position = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int position = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_clip/clip_graph_draw.c b/source/blender/editors/space_clip/clip_graph_draw.c
index 139757e7b68..3698fba0d54 100644
--- a/source/blender/editors/space_clip/clip_graph_draw.c
+++ b/source/blender/editors/space_clip/clip_graph_draw.c
@@ -327,7 +327,7 @@ void clip_draw_graph(SpaceClip *sc, ARegion *ar, Scene *scene)
UI_view2d_grid_free(grid);
if (clip) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glPointSize(3.0f);
diff --git a/source/blender/editors/space_clip/clip_utils.c b/source/blender/editors/space_clip/clip_utils.c
index cdda8865588..a5096d3f171 100644
--- a/source/blender/editors/space_clip/clip_utils.c
+++ b/source/blender/editors/space_clip/clip_utils.c
@@ -246,7 +246,7 @@ void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene)
View2D *v2d = &ar->v2d;
float x = (float)(sc->user.framenr * scene->r.framelen);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
@@ -281,7 +281,7 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
diff --git a/source/blender/editors/space_console/console_draw.c b/source/blender/editors/space_console/console_draw.c
index 8055e262611..e813557f9e8 100644
--- a/source/blender/editors/space_console/console_draw.c
+++ b/source/blender/editors/space_console/console_draw.c
@@ -159,7 +159,7 @@ static int console_textview_line_color(struct TextViewContext *tvc, unsigned cha
int xy[2] = {CONSOLE_DRAW_MARGIN, CONSOLE_DRAW_MARGIN};
int pen[2];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
xy[1] += tvc->lheight / 6;
console_cursor_wrap_offset(sc->prompt, tvc->console_width, &offl, &offc, NULL);
diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c
index dc67282f8c2..0df0bcec49d 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -400,7 +400,7 @@ static void file_draw_preview(
/* border */
if (use_dropshadow) {
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2,KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2,KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -461,7 +461,7 @@ static void draw_background(FileLayout *layout, View2D *v2d)
int i;
int sy;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -7);
@@ -484,8 +484,8 @@ static void draw_dividers(FileLayout *layout, View2D *v2d)
unsigned char col_hi[3], col_lo[3];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
vertex_ct = (v2d->cur.xmax - v2d->tot.xmin) / step + 1; /* paint at least 1 divider */
vertex_ct *= 4; /* vertex_count = 2 points per divider * 2 lines per divider */
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index e382c2dbd29..6c2355a415e 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -85,7 +85,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
int i;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw two black lines showing the standard reference levels */
@@ -266,7 +266,7 @@ static void draw_fcurve_vertices(ARegion *ar, FCurve *fcu, bool do_handles, bool
* - draw handles before keyframes, so that keyframes will overlap handles (keyframes are more important for users)
*/
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
glEnable(GL_BLEND);
GPU_enable_program_point_size();
@@ -310,7 +310,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
{
int sel, b;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* slightly hacky, but we want to draw unselected points before selected ones
@@ -442,7 +442,7 @@ static void draw_fcurve_samples(SpaceIpo *sipo, ARegion *ar, FCurve *fcu)
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor((fcu->flag & FCURVE_SELECTED) ? TH_TEXT_HI : TH_TEXT);
@@ -832,7 +832,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
//if ((driver->flag & DRIVER_FLAG_SHOWDEBUG) == 0)
// return;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* No curve to modify/visualize the result?
@@ -943,7 +943,7 @@ void graph_draw_ghost_curves(bAnimContext *ac, SpaceIpo *sipo, ARegion *ar)
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* the ghost curves are simply sampled F-Curves stored in sipo->ghostCurves */
@@ -1024,7 +1024,7 @@ void graph_draw_curves(bAnimContext *ac, SpaceIpo *sipo, ARegion *ar, View2DGrid
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (((fcu->grp) && (fcu->grp->flag & AGRP_MUTED)) || (fcu->flag & FCURVE_MUTED)) {
diff --git a/source/blender/editors/space_graph/space_graph.c b/source/blender/editors/space_graph/space_graph.c
index 70d3fad9554..b110f85df9a 100644
--- a/source/blender/editors/space_graph/space_graph.c
+++ b/source/blender/editors/space_graph/space_graph.c
@@ -267,7 +267,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
UI_view2d_grid_free(grid);
if (((sipo->flag & SIPO_NODRAWCURSOR) == 0) || (sipo->mode == SIPO_MODE_DRIVERS)) {
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index f63b0d51e00..139097979c4 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -126,7 +126,7 @@ static void draw_render_info(const bContext *C,
(int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f));
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_FACE_SELECT);
@@ -173,7 +173,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* noisy, high contrast make impossible to read if lower alpha is used. */
@@ -329,7 +329,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y);
/* BLF uses immediate mode too, so we must reset our vertex format */
- pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (channels == 4) {
@@ -366,7 +366,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
immUnbindProgram();
/* draw outline */
- pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(128, 128, 128);
imm_draw_line_box(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
@@ -686,7 +686,7 @@ void draw_image_sample_line(SpaceImage *sima)
if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) {
Histogram *hist = &sima->sample_line_hist;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immBegin(GL_LINES, 2);
@@ -898,7 +898,7 @@ void draw_image_cache(const bContext *C, ARegion *ar)
/* Draw current frame. */
x = (cfra - sfra) / (efra - sfra + 1) * ar->winx;
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);
diff --git a/source/blender/editors/space_info/textview.c b/source/blender/editors/space_info/textview.c
index 1872a8a0545..33c0565c12c 100644
--- a/source/blender/editors/space_info/textview.c
+++ b/source/blender/editors/space_info/textview.c
@@ -85,7 +85,7 @@ static void console_draw_sel(const char *str, const int sel[2], const int xy[2],
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(bg_sel);
@@ -191,7 +191,7 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
if (bg) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(bg);
@@ -242,7 +242,7 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
if (bg) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(bg);
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index ae9a9e3a36b..47f07183893 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -119,7 +119,7 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa
color[3] *= 2.5f;
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immUniformColor4fv(color);
@@ -140,10 +140,10 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa
if (key_ct > 0) {
format = immVertexFormat();
- pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
+ unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
immBegin(PRIM_POINTS, key_ct);
@@ -352,7 +352,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* get color of strip */
nla_strip_get_color_inside(adt, strip, color);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw extrapolation info first (as backdrop)
@@ -405,7 +405,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color);
/* restore current vertex format & program (roundbox trashes it) */
- pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
else {
@@ -453,7 +453,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1, color);
/* restore current vertex format & program (roundbox trashes it) */
- pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fv(color);
@@ -652,7 +652,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
{
AnimData *adt = ale->adt;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index c74dc3f5b3c..7234d30c8ae 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -2168,7 +2168,7 @@ static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNo
const float cy = y + snode->zoom * backdropHeight * node->custom4;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2213,7 +2213,7 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2257,7 +2257,7 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -3263,7 +3263,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
y + snode->zoom * viewer_border->ymin * ibuf->y,
y + snode->zoom * viewer_border->ymax * ibuf->y);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE);
@@ -3415,7 +3415,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
}
if (do_triple || drawarrow || (!do_shaded)) {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
@@ -3472,8 +3472,8 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
unsigned char col[3];
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 962ba7b78ce..e05db13d8ef 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -640,7 +640,7 @@ static void node_draw_preview_background(float tile, rctf *rect)
float x, y;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -712,7 +712,7 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv)
glDisable(GL_BLEND);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, +100);
imm_draw_line_box(pos, draw_rect.xmin, draw_rect.ymin, draw_rect.xmax, draw_rect.ymax);
@@ -765,8 +765,8 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
UI_view2d_scale_get(v2d, &scale, NULL);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned col = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
glEnable(GL_BLEND);
GPU_enable_program_point_size();
@@ -1129,7 +1129,7 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
}
/* scale widget thing */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(color_id, -10);
diff --git a/source/blender/editors/space_outliner/outliner_draw.c b/source/blender/editors/space_outliner/outliner_draw.c
index cbfe0828103..e14a6fb6ec5 100644
--- a/source/blender/editors/space_outliner/outliner_draw.c
+++ b/source/blender/editors/space_outliner/outliner_draw.c
@@ -666,7 +666,7 @@ static void outliner_draw_rnacols(ARegion *ar, int sizex)
glLineWidth(1.0f);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, -200);
@@ -1468,7 +1468,7 @@ static void outliner_draw_tree_element(
/* divider */
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
unsigned char col[4];
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1522,7 +1522,7 @@ static void outliner_draw_tree_element_floating(
const TreeElement *te_insert = te_floating->drag_data->insert_handle;
const int line_width = 2;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
int coord_y = te_insert->ys;
int coord_x = te_insert->xs;
unsigned char col[4];
@@ -1609,7 +1609,7 @@ static void outliner_draw_hierarchy_lines_recursive(unsigned pos, SpaceOops *soo
static void outliner_draw_hierarchy_lines(SpaceOops *soops, ListBase *lb, int startx, int *starty)
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
unsigned char col[4];
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1635,7 +1635,7 @@ static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *
if (TSELEM_OPEN(tselem, soops))
if (tselem->type == TSE_RNA_STRUCT) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immThemeColorShadeAlpha(TH_BACK, -15, -200);
immRecti(pos, 0, *starty + 1, (int)ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
@@ -1647,7 +1647,7 @@ static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *
outliner_draw_struct_marks(ar, soops, &te->subtree, starty);
if (tselem->type == TSE_RNA_STRUCT) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immThemeColorShadeAlpha(TH_BACK, -15, -200);
@@ -1715,7 +1715,7 @@ static void outliner_draw_highlights(ARegion *ar, SpaceOops *soops, int startx,
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
outliner_draw_highlights_recursive(pos, ar, soops, &soops->tree, col_selection, col_highlight, col_searchmatch,
startx, starty);
@@ -1787,7 +1787,7 @@ static void outliner_back(ARegion *ar)
ystart = UI_UNIT_Y * (ystart / (UI_UNIT_Y)) - OL_Y_OFFSET;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, 6);
@@ -1815,7 +1815,7 @@ static void outliner_draw_restrictcols(ARegion *ar)
{
glLineWidth(1.0f);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, -200);
immBegin(PRIM_LINES, 6);
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 44cb1d61f14..a7a638d0952 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -338,7 +338,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
col[3] = 196; /* alpha, used for all meta children */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -714,7 +714,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -776,7 +776,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
if (seq->flag & SEQ_LOCK) {
glEnable(GL_BLEND);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f);
@@ -794,7 +794,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
if (!BKE_sequence_is_valid_check(seq)) {
glEnable(GL_BLEND);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
@@ -829,7 +829,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
/* TODO: add back stippled line for muted strips? */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1035,7 +1035,7 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
/* border */
setlinestyle(3);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
@@ -1306,8 +1306,8 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
VertexFormat *imm_format = immVertexFormat();
- unsigned int pos = add_attrib(imm_format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int texCoord = add_attrib(imm_format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(imm_format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniform4f("color", 1.0f, 1.0f, 1.0f, 1.0f);
@@ -1494,7 +1494,7 @@ static void draw_seq_backdrop(View2D *v2d)
{
int i;
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* darker gray overlay over the view backdrop */
@@ -1573,7 +1573,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
const Sequence *seq = special_seq_update;
glEnable(GL_BLEND);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
@@ -1593,7 +1593,7 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
glEnable(GL_BLEND);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw darkened area outside of active timeline
@@ -1717,7 +1717,7 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.2, 0.2, 0.2);
diff --git a/source/blender/editors/space_text/text_draw.c b/source/blender/editors/space_text/text_draw.c
index b6d71b8ccf9..4d587109155 100644
--- a/source/blender/editors/space_text/text_draw.c
+++ b/source/blender/editors/space_text/text_draw.c
@@ -912,7 +912,7 @@ static void draw_textscroll(const SpaceText *st, rcti *scroll, rcti *back)
float rad;
/* background so highlights don't go behind the scrollbar */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
immRecti(pos, back->xmin, back->ymin, back->xmax, back->ymax);
@@ -968,7 +968,7 @@ static void draw_documentation(const SpaceText *st, ARegion *ar)
boxh = (DOC_HEIGHT + 1) * (st->lheight_dpi + TXT_LINE_SPACING);
/* Draw panel */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
@@ -1067,7 +1067,7 @@ static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc
/* not needed but stands out nicer */
UI_draw_box_shadow(220, x, y - boxh, x + boxw, y);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_SHADE1);
@@ -1090,7 +1090,7 @@ static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc
w = st->cwidth * text_get_char_pos(st, str, len);
if (item == sel) {
- unsigned int posi = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int posi = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_SHADE2);
@@ -1131,7 +1131,7 @@ static void draw_text_decoration(SpaceText *st, ARegion *ar)
return;
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw the selection */
@@ -1444,7 +1444,7 @@ void draw_text_main(SpaceText *st, ARegion *ar)
if (st->showlinenrs) {
x = TXT_OFFSET + TEXTXLOC;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_GRID);
immRecti(pos, (TXT_OFFSET - 12), 0, (TXT_OFFSET - 5) + TEXTXLOC, ar->winy - 2);
@@ -1504,7 +1504,7 @@ void draw_text_main(SpaceText *st, ARegion *ar)
if (margin_column_x >= x) {
setlinestyle(1);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* same color as line number background */
diff --git a/source/blender/editors/space_time/space_time.c b/source/blender/editors/space_time/space_time.c
index 22ab9b73b3e..9844a8053db 100644
--- a/source/blender/editors/space_time/space_time.c
+++ b/source/blender/editors/space_time/space_time.c
@@ -84,7 +84,7 @@ static void time_draw_sfra_efra(Scene *scene, View2D *v2d)
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -126,7 +126,7 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
BKE_ptcache_ids_from_object(&pidlist, ob, scene, 0);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* iterate over pointcaches on the active object,
@@ -321,7 +321,7 @@ static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel, cons
if (max_len > 0) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(color);
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index 7ab2b4ec3a4..c241bbcd436 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -239,8 +239,8 @@ void draw_motion_path_instance(Scene *scene,
glLineWidth(mpath->line_thickness);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
@@ -264,7 +264,7 @@ void draw_motion_path_instance(Scene *scene,
glLineWidth(old_width);
}
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -388,7 +388,7 @@ void draw_motion_path_instance(Scene *scene,
/* point must be bigger than line */
glPointSize(mpath->line_thickness + 3.0);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(col);
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index f0c47ee2639..da32ca19ed5 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -371,8 +371,8 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
unsigned int i = 0;
float n[3] = {0.0f};
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
/* Vertices */
VertexBuffer_init_with_format(&vbo, &format);
@@ -431,7 +431,7 @@ static void drawcube_size(float xsize, float ysize, float zsize)
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
/* Elements */
ElementListBuilder_init(&elb, GL_LINES, 12, 8);
@@ -470,7 +470,7 @@ static void draw_bonevert(void)
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
/* Vertices */
VertexBuffer_init_with_format(&vbo, &format);
@@ -583,7 +583,7 @@ static void draw_bone_octahedral(void)
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
/* Elements */
ElementListBuilder_init(&elb, GL_LINES, 12, 6);
@@ -618,8 +618,8 @@ static void draw_bone_solid_octahedral(void)
if (format.attrib_ct == 0) {
unsigned int v_idx = 0;
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
/* Vertices */
VertexBuffer_init_with_format(&vbo, &format);
@@ -811,7 +811,7 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
cross_v3_v3v3(norvec, dirvec, imat[2]);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBegin(GL_TRIANGLE_STRIP, 66);
@@ -867,7 +867,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
float *headvec, *tailvec, dirvec[3];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -1108,8 +1108,8 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
glPolygonOffset(-1.0f, -1.0f);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int nor = add_attrib(format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int nor = VertexFormat_add_attrib(format, "nor", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING);
immUniformColor4fv(fcolor);
@@ -1146,7 +1146,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
length = ebone->length;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
gpuPushMatrix();
gpuScaleUniform(length);
@@ -1452,7 +1452,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(fcolor);
@@ -1633,7 +1633,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
bPoseChannel *parchan;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(fcolor);
@@ -1792,7 +1792,7 @@ static void draw_pose_dofs(Object *ob)
Bone *bone;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -2202,7 +2202,7 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *
*/
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -2502,7 +2502,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
GPU_select_load_id(-1); /* -1 here is OK! */
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 19f8f6eae6f..726a67a5d74 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -539,7 +539,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
glLineWidth(1.0f);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (color) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(color);
@@ -706,8 +706,8 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
immUniform1f("alpha", ob_alpha);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
@@ -733,7 +733,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
/* Draw the image outline */
glLineWidth(1.5f);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
const bool picking = dflag & DRAW_CONSTCOLOR;
if (picking) {
@@ -806,7 +806,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
glEnable(GL_BLEND);
GPU_enable_program_point_size();
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", size);
@@ -1266,7 +1266,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
normalize_v3(imat[0]);
normalize_v3(imat[1]);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
@@ -1816,7 +1816,7 @@ static void draw_viewport_object_reconstruction(
if (reconstruction->camnr >= 2) {
MovieReconstructedCamera *camera = reconstruction->cameras;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_CAMERA_PATH);
@@ -2168,7 +2168,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) {
immUniformColor3ubv(ob_wire_col);
@@ -2277,7 +2277,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
void drawspeaker(const unsigned char ob_wire_col[3])
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -2442,10 +2442,10 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
}
VertexFormat *format = immVertexFormat();
- unsigned int color, pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int color, pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (actdef_wcol) {
- color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
@@ -2499,8 +2499,8 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
VertexFormat *v_format = immVertexFormat();
- unsigned int v_pos = add_attrib(v_format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int v_color = add_attrib(v_format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int v_pos = VertexFormat_add_attrib(v_format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int v_color = VertexFormat_add_attrib(v_format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
@@ -2560,8 +2560,8 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
data.col[1] = sel_col;
data.col[2] = act_col;
- data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumVerts(dm) == 0) return;
@@ -2632,7 +2632,7 @@ static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2666,7 +2666,7 @@ static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, c
drawBMSelect_userData data;
data.bm = em->bm;
data.select = select;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumPolys(dm) == 0) return;
@@ -2718,7 +2718,7 @@ static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2779,8 +2779,8 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
data.sel = sel;
data.eve_act = eve_act;
data.bm = em->bm;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
/* Cache theme values */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active);
@@ -2811,7 +2811,7 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN);
if (data.cd_vskin_offset != -1) {
- data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(data.th_skin_root);
@@ -3136,7 +3136,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumLoops(dm) == 0) return;
@@ -3316,8 +3316,8 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
/* is that ever true? */
if (data.cd_layer_offset != -1) {
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -5114,7 +5114,7 @@ static bool draw_mesh_object_new(Scene *scene, SceneLayer *sl, ARegion *ar, View
static void drawDispListVerts(int dt, const void *data, unsigned int vert_ct, const unsigned char wire_col[3])
{
VertexFormat format = {0};
- unsigned int pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, vert_ct);
@@ -5142,9 +5142,9 @@ static void drawDispListElem(bool quads, bool UNUSED(smooth), const float *data,
const int *idx = elem;
unsigned int pos_id, nor_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (ndata) {
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
ElementListBuilder elb;
@@ -5586,9 +5586,9 @@ static void draw_vertex_array(int dt, const float *vert, const float *nor, const
{
VertexFormat format = {0};
unsigned int pos_id, nor_id, col_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- if (nor) nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
- if (color) col_id = add_attrib(&format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ if (nor) nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
+ if (color) col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, 3, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, vert_ct);
@@ -6114,7 +6114,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
else {
if ((draw_as == PART_DRAW_CIRC) || (part->draw & PART_DRAW_SIZE)) {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xFFFFFF);
}
@@ -6311,7 +6311,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
MVert *mvert = hair_dm->getVertArray(hair_dm);
int i;
- unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3f(0.9f, 0.4f, 0.4f);
@@ -6351,7 +6351,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int *res = clmd->hair_grid_res;
int i;
- unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (select)
immUniformThemeColor(TH_ACTIVE);
@@ -6584,8 +6584,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col_id = add_attrib(&format, "color", GL_FLOAT, col_comp, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, col_comp, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, path->segments + 1);
@@ -6635,9 +6635,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
int totkeys_visible = 0;
VertexFormat format = {0};
- unsigned int pos_id, col_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col_id = add_attrib(&format, "color", GL_FLOAT, (timed ? 4 : 3), KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, (timed ? 4 : 3), KEEP_FLOAT);
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
@@ -6702,8 +6701,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
}
else if (pset->selectmode == SCE_SELECT_END) {
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col_id = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col_id = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBeginAtMost(GL_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
@@ -6738,8 +6737,8 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo
float th = ith * drw_size;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GL_LINES, 30);
@@ -6890,8 +6889,8 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
glLineWidth(1.0f);
@@ -6945,7 +6944,7 @@ static void drawhandlesN_active(Nurb *nu)
if (nu->hide) return;
if (nu->type == CU_BEZIER && nu->pntsu > 0) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2.0f);
@@ -6989,8 +6988,8 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
if (count == 0) return;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
unsigned char vert_color[3];
@@ -7063,7 +7062,7 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
static void editnurb_draw_active_poly(Nurb *nu)
{
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7090,7 +7089,7 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
{
if (nu->pntsv > 0) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7158,7 +7157,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glLineWidth(1.0f);
@@ -7188,8 +7187,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
// just quick guesstimate of how many verts to draw
@@ -7323,7 +7322,7 @@ static void draw_editnurb(
BevList *bl;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
@@ -7391,7 +7390,7 @@ static void draw_editnurb(
static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -7429,7 +7428,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
}
if (cu->linewidth != 0.0f) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
copy_v3_v3(vec1, ob->orig);
@@ -7450,7 +7449,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
setlinestyle(3);
for (int i = 0; i < cu->totbox; i++) {
if (cu->tb[i].w != 0.0f) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = cu->xof + cu->tb[i].x;
@@ -7477,7 +7476,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
const int seltot = selend - selstart;
float selboxw;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xffffff);
set_inverted_drawing(1);
@@ -7775,7 +7774,7 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r
glLineWidth(1.0f);
- const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
while (ml) {
@@ -7831,7 +7830,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
normalize_v3(imat[1]);
#endif
- const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(draw_color);
@@ -8033,7 +8032,7 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
gpuPushMatrix();
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8111,7 +8110,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col
if (type == OB_BOUND_BOX) {
float vec[8][3], size[3];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8134,7 +8133,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col
}
else {
if (type == OB_BOUND_BOX) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8178,7 +8177,7 @@ static void drawtexspace(Object *ob, const unsigned char ob_wire_col[3])
setlinestyle(2);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (ob_wire_col) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -8318,7 +8317,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
const char *axis_str[3] = {"px", "py", "pz"};
float mat[4][4];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8465,7 +8464,7 @@ void draw_rigidbody_shape(Object *ob, const unsigned char ob_wire_col[4])
case RB_SHAPE_BOX:
BKE_boundbox_calc_size_aabb(bb, size);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8929,7 +8928,7 @@ afterdraw:
if (!render_override) {
BoundBox bb;
float p0[3], p1[3];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -9067,7 +9066,7 @@ afterdraw:
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
invert_m4_m4(imat, rv3d->viewmatob);
@@ -9122,7 +9121,7 @@ afterdraw:
if ((base->sx != IS_CLIPPED) &&
(U.obcenter_dia != 0.0))
{
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
/* TODO: short term, use DEPTH_ONLY shader or set appropriate color */
/* TODO: long term, solve picking & selection problem better */
@@ -9151,7 +9150,7 @@ afterdraw:
ListBase *list;
RigidBodyCon *rbc = ob->rigidbody_constraint;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(ob_wire_col);
@@ -9337,8 +9336,8 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
if (dm->getNumVerts(dm) == 0) return;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -9370,8 +9369,8 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
data.bm = em->bm;
data.offset = offset;
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -9460,8 +9459,8 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
drawBMOffset_userData data; /* don't use offset */
data.bm = em->bm;
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
diff --git a/source/blender/editors/space_view3d/drawsimdebug.c b/source/blender/editors/space_view3d/drawsimdebug.c
index 5984633112d..da39a81a4d8 100644
--- a/source/blender/editors/space_view3d/drawsimdebug.c
+++ b/source/blender/editors/space_view3d/drawsimdebug.c
@@ -49,8 +49,8 @@
static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index a2b59e9021d..27db505951b 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -523,7 +523,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
y2i = (int)(y2 + (1.0f - 0.0001f));
/* use the same program for everything */
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* passepartout, specified in camera edit buttons */
@@ -724,7 +724,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
/* use the same program for everything */
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glLineWidth(1.0f);
@@ -813,8 +813,8 @@ static void view3d_draw_background_gradient(void)
/* TODO: finish 2D API & draw background with that */
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
unsigned char col_hi[3], col_lo[3];
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -1107,8 +1107,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
#endif
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -1283,8 +1283,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -1371,8 +1371,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
@@ -1527,8 +1527,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
glLineWidth(1.0f);
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -1553,7 +1553,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
immUnbindProgram();
VertexFormat_clear(format);
- pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1612,8 +1612,8 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
immBegin(GL_LINES, 6);
@@ -1656,8 +1656,8 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index 328e0b03bb8..c324cb7b251 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -260,7 +260,7 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar),
y2 = yoff + 0.55f * fly->height;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index 414687636b0..c0618cf2c6d 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -460,7 +460,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(is_act ? color_act : color_base);
@@ -602,7 +602,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
}
}
else {
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(is_act ? color_act : color_base);
@@ -705,7 +705,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
float co_ss[3];
ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(color_act);
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index 8390d56c610..48c16de4dbe 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -341,7 +341,7 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 346b02dedcc..ead3817bae4 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -1720,7 +1720,7 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
gpuPushMatrix();
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
UNUSED_VARS(pos); /* silence warning */
BLI_assert(pos == POS_INDEX);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -6877,7 +6877,7 @@ static void drawEdgeSlide(TransInfo *t)
gpuPushMatrix();
gpuMultMatrix3D(t->obedit->obmat);
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -7491,7 +7491,7 @@ static void drawVertSlide(TransInfo *t)
glLineWidth(line_size);
- unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c
index e934bacd0c7..d9c0942dece 100644
--- a/source/blender/editors/transform/transform_constraints.c
+++ b/source/blender/editors/transform/transform_constraints.c
@@ -730,7 +730,7 @@ void drawConstraint(TransInfo *t)
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(255, 255, 255);
@@ -802,7 +802,7 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_GRID);
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index aeac219c0a9..1cf53f95ef1 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -1052,7 +1052,7 @@ void drawLine(TransInfo *t, const float center[3], const float dir[3], char axis
}
UI_make_axis_color(col, col2, axis);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(col2);
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index 13b97b2e1c0..ffa22e1326b 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -999,7 +999,7 @@ static void draw_manipulator_rotate(
gpuTranslate3fv(rv3d->twmat[3]);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
/* sets view screen aligned */
gpuRotate3f(-360.0f * saacos(rv3d->viewquat[0]) / (float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]);
@@ -1293,7 +1293,7 @@ static void draw_manipulator_scale(
glDisable(GL_DEPTH_TEST);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -1483,7 +1483,7 @@ static void draw_manipulator_translate(
// XXX if (moving) gpuTranslate3fv(t->vec);
glDisable(GL_DEPTH_TEST);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -1576,7 +1576,7 @@ static void draw_manipulator_rotate_cyl(
manipulator_axis_order(rv3d, axis_order);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index 8f37b35c6f0..162808e3eb3 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -164,7 +164,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
invert_m4_m4(imat, rv3d->viewmat);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -219,7 +219,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
glEnable(GL_BLEND);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/util/ed_util.c b/source/blender/editors/util/ed_util.c
index 96864c88d9d..8bf0b2eb020 100644
--- a/source/blender/editors/util/ed_util.c
+++ b/source/blender/editors/util/ed_util.c
@@ -321,7 +321,7 @@ void ED_region_draw_mouse_line_cb(const bContext *C, ARegion *ar, void *arg_info
setlinestyle(3);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_VIEW_OVERLAY);
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index b99e878c790..d0b581eed90 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -85,7 +85,7 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
gpuTranslate2fv(cursor);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -174,7 +174,7 @@ static void draw_uvs_shadow(Object *obedit)
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -239,7 +239,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
}
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -319,8 +319,8 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
col[3] = 0.5f; /* hard coded alpha, not that nice */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -521,7 +521,7 @@ static void draw_uvs_other_mesh(Object *ob, const Image *curimage, const bool ne
static void draw_uvs_other(SceneLayer *sl, Object *obedit, const Image *curimage, const bool new_shading_nodes,
const int other_uv_filter)
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -563,7 +563,7 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Ob
mloopuv = me->mloopuv;
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -681,7 +681,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -746,7 +746,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
switch (sima->dt_uv) {
case SI_UVDT_DASH:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -774,7 +774,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
break;
case SI_UVDT_BLACK: /* black/white */
case SI_UVDT_WHITE:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -796,7 +796,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
break;
case SI_UVDT_OUTLINE:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -820,8 +820,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
if (interpedges) {
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -876,7 +876,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
}
}
else {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(col2);
@@ -907,8 +907,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
bool col_set = false;
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -967,7 +967,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
/* 6. draw uv vertices */
if (drawfaces != 2) { /* 2 means Mesh Face Mode */
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index b940de4a727..9d5b6495938 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -1562,7 +1562,7 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
static VertexFormat format = { 0 };
static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
}
glEnable(GL_BLEND);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 0e4b71ab9b8..dd8b6172483 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -67,8 +67,8 @@ static Batch *batch_sphere(int lat_res, int lon_res)
float lon, lat;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
vbo = VertexBuffer_create_with_format(&format);
@@ -103,8 +103,8 @@ static Batch *batch_sphere_wire(int lat_res, int lon_res)
float lon, lat;
if (format.attrib_ct == 0) {
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
vbo = VertexBuffer_create_with_format(&format);
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index e4647c33621..8ee22ce1c13 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -278,8 +278,8 @@ GPUFX *GPU_fx_compositor_create(void)
static VertexFormat format = {0};
static unsigned int pos, uvs;
if (format.attrib_ct == 0) {
- pos = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- uvs = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, 4);
@@ -293,7 +293,7 @@ GPUFX *GPU_fx_compositor_create(void)
static VertexFormat format_point = {0};
static unsigned int dummy_attrib;
if (format_point.attrib_ct == 0) {
- dummy_attrib = add_attrib(&format_point, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ dummy_attrib = VertexFormat_add_attrib(&format_point, "pos", COMP_F32, 2, KEEP_FLOAT);
}
float dummy[2] = {0.0f, 0.0f};
VertexBuffer *vbo_point = VertexBuffer_create_with_format(&format_point);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index afc04ac8626..425fcecae0c 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -390,8 +390,8 @@ void GPU_framebuffer_blur(
if (format.attrib_ct == 0) {
unsigned int i = 0;
/* Vertex format */
- unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int uvs = add_attrib(&format, "uvs", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
/* Vertices */
VertexBuffer_init_with_format(&vbo, &format);
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index cc874acbe52..1d9b58bfaa5 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -186,7 +186,7 @@ void imm_draw_line_box_3d(unsigned pos, float x1, float y1, float x2, float y2)
*/
void imm_draw_checker_box(float x1, float y1, float x2, float y2)
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
immUniform4f("color1", 0.15f, 0.15f, 0.15f, 1.0f);
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index bcfe4f38f3e..3aea6f8bea4 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -251,8 +251,8 @@ static void draw_ofs_to_screen(GPUViewport *viewport)
const float h = (float)GPU_texture_height(color);
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
GPU_texture_bind(color, 0);
@@ -381,8 +381,8 @@ void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, con
const float h = (float)GPU_texture_height(viewport->debug_depth);
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index daba01cb3a6..be3d75180a1 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -443,8 +443,8 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
#endif
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index ace081623a7..c97995637a2 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -173,8 +173,8 @@ static void wm_gesture_draw_line(wmGesture *gt)
rcti *rect = (rcti *)gt->customdata;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -221,7 +221,7 @@ static void wm_gesture_draw_rect(wmGesture *gt)
rcti *rect = (rcti *)gt->customdata;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -243,8 +243,8 @@ static void wm_gesture_draw_rect(wmGesture *gt)
glDisable(GL_BLEND);
format = immVertexFormat();
- pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -292,7 +292,7 @@ static void wm_gesture_draw_circle(wmGesture *gt)
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -304,8 +304,8 @@ static void wm_gesture_draw_circle(wmGesture *gt)
glDisable(GL_BLEND);
format = immVertexFormat();
- pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -415,8 +415,8 @@ static void wm_gesture_draw_lasso(wmWindow *win, wmGesture *gt, bool filled)
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -459,8 +459,8 @@ static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
float x1, x2, y1, y2;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned line_origin = add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int line_origin = VertexFormat_add_attrib(format, "line_origin", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index 1957e5ec2a6..d387df1d273 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -3070,11 +3070,11 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
if (rc->gltex) {
- unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
@@ -3202,7 +3202,7 @@ static void radial_control_paint_cursor(bContext *C, int x, int y, void *customd
RNA_property_float_get_array(&rc->col_ptr, rc->col_prop, col);
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(col, 0.5);
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c
index bd22cb191c7..d01bdc6d0ac 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -116,8 +116,8 @@ static void wm_method_draw_stereo3d_interlace(wmWindow *win)
float halfy = GLA_PIXEL_OFS;
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_INTERLACE);
@@ -200,8 +200,8 @@ static void wm_method_draw_stereo3d_sidebyside(wmWindow *win)
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
@@ -273,8 +273,8 @@ static void wm_method_draw_stereo3d_topbottom(wmWindow *win)
int soffy;
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
for (view = 0; view < 2; view ++) {
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);