diff options
author | Luca Rood <dev@lucarood.com> | 2017-02-17 03:18:42 +0300 |
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committer | Luca Rood <dev@lucarood.com> | 2017-02-17 05:07:16 +0300 |
commit | 23e51f47342b24275c2bcbaf866de62f5ed087d5 (patch) | |
tree | 87a6e0071c86767e03d8001a05e77e08024febec /source/blender/editors/space_sequencer/sequencer_draw.c | |
parent | ff539491458cab9689f8454615fbedd65241e40b (diff) |
OpenGL immediate mode: sequencer_draw.c (finished)
Converted the remaining diagonal stripes thingies...
Part of T49043
Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 39 |
1 files changed, 23 insertions, 16 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index 130fe12f67c..cd2bdbd2891 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -773,32 +773,39 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg /* draw lock */ if (seq->flag & SEQ_LOCK) { - GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); glEnable(GL_BLEND); - /* light stripes */ - glColor4ub(255, 255, 255, 32); - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES); - glRectf(x1, y1, x2, y2); + pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES); - /* dark stripes */ - glColor4ub(0, 0, 0, 32); - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP); - glRectf(x1, y1, x2, y2); + immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f); + immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.125f); + immUniform1i("size1", 8); + immUniform1i("size2", 8); + + immRectf(pos, x1, y1, x2, y2); + + immUnbindProgram(); - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); glDisable(GL_BLEND); } if (!BKE_sequence_is_valid_check(seq)) { - GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR); + glEnable(GL_BLEND); + + pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES); - /* panic! */ - glColor4ub(255, 0, 0, 255); - GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES); - glRectf(x1, y1, x2, y2); + immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f); + immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f); + immUniform1i("size1", 8); + immUniform1i("size2", 8); - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); + immRectf(pos, x1, y1, x2, y2); + + immUnbindProgram(); + + glDisable(GL_BLEND); } color3ubv_from_seq(scene, seq, col); |