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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/space_image/image_draw.c
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/space_image/image_draw.c')
-rw-r--r--source/blender/editors/space_image/image_draw.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index f63b0d51e00..139097979c4 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -126,7 +126,7 @@ static void draw_render_info(const bContext *C,
(int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f));
}
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_FACE_SELECT);
@@ -173,7 +173,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- 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);
/* noisy, high contrast make impossible to read if lower alpha is used. */
@@ -329,7 +329,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y);
/* BLF uses immediate mode too, so we must reset our vertex format */
- pos = add_attrib(immVertexFormat(), "pos", COMP_I32, 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 (channels == 4) {
@@ -366,7 +366,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
immUnbindProgram();
/* draw outline */
- pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(128, 128, 128);
imm_draw_line_box(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
@@ -686,7 +686,7 @@ void draw_image_sample_line(SpaceImage *sima)
if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) {
Histogram *hist = &sima->sample_line_hist;
- 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);
immBegin(GL_LINES, 2);
@@ -898,7 +898,7 @@ void draw_image_cache(const bContext *C, ARegion *ar)
/* Draw current frame. */
x = (cfra - sfra) / (efra - sfra + 1) * ar->winx;
- 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, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);