diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 07:59:04 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 08:18:12 +0300 |
commit | 0debbe2b7f7177678c9bce9046c1499b698ac969 (patch) | |
tree | 9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/editors/interface | |
parent | c2f5cd8f6454bf8256a39a5fc9cb075311e25c58 (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_ ... )
Diffstat (limited to 'source/blender/editors/interface')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 52 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_icons.c | 16 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_panel.c | 16 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_widgets.c | 48 | ||||
-rw-r--r-- | source/blender/editors/interface/view2d.c | 16 |
5 files changed, 74 insertions, 74 deletions
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); |