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authorCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
commitb4d053efc75424fca4b413ac1bc7a7e826fac629 (patch)
tree80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/draw/intern/draw_view.c
parent349946bd010b1112b13c8594aabfb318c330bc0d (diff)
Gawain API naming refactor
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/draw/intern/draw_view.c')
-rw-r--r--source/blender/draw/intern/draw_view.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index b4d0a9309dd..6d7fcc61702 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -211,9 +211,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
glDepthMask(GL_FALSE); /* disable write in zbuffer */
#endif
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -250,7 +250,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(PRIM_LINES, gridline_ct * 2);
+ immBegin(GWN_PRIM_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
@@ -303,7 +303,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(PRIM_LINES, gridline_ct * 2);
+ immBegin(GWN_PRIM_LINES, gridline_ct * 2);
if (grids_to_draw == 2) {
UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
@@ -378,13 +378,13 @@ 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 = 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(PRIM_LINES, vertex_ct);
+ immBegin(GWN_PRIM_LINES, vertex_ct);
/* draw normal grid lines */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
@@ -466,12 +466,12 @@ 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 */
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+ immBegin(GWN_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');
@@ -570,9 +570,9 @@ void DRW_draw_background(void)
/* Gradient background Color */
glDisable(GL_DEPTH_TEST);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
unsigned char col_hi[3], col_lo[3];
gpuPushMatrix();
@@ -584,7 +584,7 @@ void DRW_draw_background(void)
UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
@@ -662,10 +662,10 @@ void DRW_draw_cursor(void)
const float f10 = 0.5f;
const float f20 = 1.0f;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int wpos = GWN_vertformat_attr_add(format, "world_pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* XXX Using instance shader without instance */
immBindBuiltinProgram(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
@@ -676,7 +676,7 @@ void DRW_draw_cursor(void)
const int segments = 16;
- immBegin(PRIM_LINE_LOOP, segments);
+ immBegin(GWN_PRIM_LINE_LOOP, segments);
immAttrib3fv(wpos, co);
for (int i = 0; i < segments; ++i) {
@@ -695,7 +695,7 @@ void DRW_draw_cursor(void)
UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immAttrib3ubv(color, crosshair_color);
immAttrib3fv(wpos, co);