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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_nla
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_nla')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c18
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,