diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 01:12:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 12:49:15 +0300 |
commit | 8cd7828792419fb4eac9a2a477968535b4c71535 (patch) | |
tree | 8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/draw/intern/draw_view.c | |
parent | 247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff) |
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/draw/intern/draw_view.c')
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 688712a97b6..05aecea1d7a 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -214,9 +214,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** glDepthMask(GL_FALSE); /* disable write in zbuffer */ #endif - Gwn_VertFormat *format = immVertexFormat(); - uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -253,7 +253,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** if (gridline_len == 0) goto drawgrid_cleanup; /* nothing to draw */ - immBegin(GWN_PRIM_LINES, gridline_len * 2); + immBegin(GPU_PRIM_LINES, gridline_len * 2); } float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar); @@ -306,7 +306,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** if (gridline_len == 0) goto drawgrid_cleanup; /* nothing to draw */ - immBegin(GWN_PRIM_LINES, gridline_len * 2); + immBegin(GPU_PRIM_LINES, gridline_len * 2); if (grids_to_draw == 2) { UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); @@ -381,13 +381,13 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) uchar col_bg[3], col_grid_emphasise[3], col_grid_light[3]; - Gwn_VertFormat *format = immVertexFormat(); - uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(GWN_PRIM_LINES, vertex_len); + immBegin(GPU_PRIM_LINES, vertex_len); /* draw normal grid lines */ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); @@ -469,12 +469,12 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) if (show_axis_x || show_axis_y || show_axis_z) { /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ - Gwn_VertFormat *format = immVertexFormat(); - uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); - uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); + uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); + immBegin(GPU_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); if (show_axis_x) { UI_make_axis_color(col_grid, col_axis, 'X'); @@ -582,9 +582,9 @@ void DRW_draw_background(void) /* Gradient background Color */ glDisable(GL_DEPTH_TEST); - Gwn_VertFormat *format = immVertexFormat(); - uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); + GPUVertFormat *format = immVertexFormat(); + uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); uchar col_hi[3], col_lo[3]; GPU_matrix_push(); @@ -596,7 +596,7 @@ void DRW_draw_background(void) UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); - immBegin(GWN_PRIM_TRI_FAN, 4); + immBegin(GPU_PRIM_TRI_FAN, 4); immAttrib3ubv(color, col_lo); immVertex2f(pos, -1.0f, -1.0f); immVertex2f(pos, 1.0f, -1.0f); @@ -689,10 +689,10 @@ void DRW_draw_cursor(void) /* Draw lines */ if (is_aligned == false) { - uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor3(TH_VIEW_OVERLAY); - immBegin(GWN_PRIM_LINES, 12); + immBegin(GPU_PRIM_LINES, 12); const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit; @@ -727,11 +727,11 @@ void DRW_draw_cursor(void) GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f); GPU_matrix_scale_2f(U.widget_unit, U.widget_unit); - Gwn_Batch *cursor_batch = DRW_cache_cursor_get(is_aligned); + GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); - GWN_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader)); + GPU_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader)); - GWN_batch_draw(cursor_batch); + GPU_batch_draw(cursor_batch); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); |