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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/editors/manipulator_library/manipulator_draw_utils.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/editors/manipulator_library/manipulator_draw_utils.c')
-rw-r--r--source/blender/editors/manipulator_library/manipulator_draw_utils.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/source/blender/editors/manipulator_library/manipulator_draw_utils.c b/source/blender/editors/manipulator_library/manipulator_draw_utils.c
index cfa1bc38ed5..4bd7f74e6e5 100644
--- a/source/blender/editors/manipulator_library/manipulator_draw_utils.c
+++ b/source/blender/editors/manipulator_library/manipulator_draw_utils.c
@@ -64,52 +64,52 @@ void wm_manipulator_geometryinfo_draw(const ManipulatorGeomInfo *info, const boo
* So we don't need to re-created and discard it every time */
const bool use_lighting = true || (!select && ((U.manipulator_flag & USER_MANIPULATOR_SHADED) != 0));
- VertexBuffer *vbo;
- ElementList *el;
- Batch *batch;
- ElementListBuilder elb = {0};
+ Gwn_VertBuf *vbo;
+ Gwn_IndexBuf *el;
+ Gwn_Batch *batch;
+ Gwn_IndexBufBuilder elb = {0};
- VertexFormat format = {0};
- uint pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat format = {0};
+ uint pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
uint nor_id;
if (use_lighting) {
- nor_id = VertexFormat_add_attrib(&format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
+ nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
}
/* Elements */
- ElementListBuilder_init(&elb, PRIM_TRIANGLES, info->ntris, info->nverts);
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, info->ntris, info->nverts);
for (int i = 0; i < info->ntris; ++i) {
const unsigned short *idx = &info->indices[i * 3];
- add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
}
- el = ElementList_build(&elb);
+ el = GWN_indexbuf_build(&elb);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, info->nverts);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, info->nverts);
- VertexBuffer_fill_attrib(vbo, pos_id, info->verts);
+ GWN_vertbuf_attr_fill(vbo, pos_id, info->verts);
if (use_lighting) {
/* Normals are expected to be smooth. */
- VertexBuffer_fill_attrib(vbo, nor_id, info->normals);
+ GWN_vertbuf_attr_fill(vbo, nor_id, info->normals);
}
- batch = Batch_create(PRIM_TRIANGLES, vbo, el);
+ batch = GWN_batch_create(GWN_PRIM_TRIS, vbo, el);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4fv(batch, "color", color);
+ GWN_batch_uniform_4fv(batch, "color", color);
glEnable(GL_CULL_FACE);
// glEnable(GL_DEPTH_TEST);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
glDisable(GL_DEPTH_TEST);
// glDisable(GL_CULL_FACE);
- Batch_discard_all(batch);
+ GWN_batch_discard_all(batch);
}
void wm_manipulator_vec_draw(