diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 07:59:04 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 08:18:12 +0300 |
commit | 0debbe2b7f7177678c9bce9046c1499b698ac969 (patch) | |
tree | 9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/editors/space_nla/nla_draw.c | |
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/space_nla/nla_draw.c')
-rw-r--r-- | source/blender/editors/space_nla/nla_draw.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c index ae9a9e3a36b..47f07183893 100644 --- a/source/blender/editors/space_nla/nla_draw.c +++ b/source/blender/editors/space_nla/nla_draw.c @@ -119,7 +119,7 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa color[3] *= 2.5f; VertexFormat *format = immVertexFormat(); - unsigned int pos_id = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); immUniformColor4fv(color); @@ -140,10 +140,10 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa if (key_ct > 0) { format = immVertexFormat(); - 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); + 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(); immBegin(PRIM_POINTS, key_ct); @@ -352,7 +352,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri /* get color of strip */ nla_strip_get_color_inside(adt, strip, color); - 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); /* draw extrapolation info first (as backdrop) @@ -405,7 +405,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color); /* restore current vertex format & program (roundbox trashes it) */ - 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); } else { @@ -453,7 +453,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri UI_draw_roundbox_shade_x(GL_LINE_LOOP, strip->start, yminc, strip->end, ymaxc, 0.0, 0.0, 0.1, color); /* restore current vertex format & program (roundbox trashes it) */ - 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); immUniformColor3fv(color); @@ -652,7 +652,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar) { AnimData *adt = ale->adt; - 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); /* just draw a semi-shaded rect spanning the width of the viewable area if there's data, |