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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 /source/blender/editors/screen
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_ ... )
Diffstat (limited to 'source/blender/editors/screen')
-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
4 files changed, 24 insertions, 24 deletions
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);